Age | Commit message (Collapse) | Author |
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DRW_render_set_time is calling RE_engine_frame_set will in turn calls
BKE_scene_camera_switch_update.
To workaround this, we get the original camera object at render init and
get the evaluated version from it after each time change.
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This change how motion data are indexed inside the ghash.
We follow cycles closely now and use evaluated ID pointers.
By removing the hack, it fixes T78561 (No Motion Blur on linked objects)
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This fix issues with instanced geometry and modifiers. Since the
depsgraph will duplicate the objects when they have different modifiers,
the evaluated object are garanteed to be unique.
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It also enables copying of linked modifiers (generating new local ones).
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For a locked shapekey, a SculptSession's orig_cos / deform_cos /
deform_imats are not initialized (they only are when
deform_modifiers_active is true -- this in turn is only true for
shapekeys if they are //not// locked [and for deforming modifiers of
course])
We can just update that keyblock with sculpt_update_keyblock() in case
of a locked shapekey
Maniphest Tasks: T79622
Differential Revision: https://developer.blender.org/D8499
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Caused by rBfffba2b6530.
In above commit, the buttons rnaindex [-1 for entire arrays like colors]
was not used anymore for the entire function body of
`ED_autokeyframe_property` (previously in `ui_but_anim_autokey`).
Replacing the index with 0 (in the array case) is indeed necessary for
`BKE_fcurve_find_by_rna_context_ui`, prior to rBfffba2b6530 this was
taken care of by using `ui_but_get_fcurve` instead [which did this
internally].
But using an index of 0 (instead of -1) for the entire function body of
`ED_autokeyframe_property` fails for the array part later, namely
`insert_keyframe` needs -1 here.
Now just replace the index for //finding the FCurve//, but use the
original for //inserting the keyframe//.
Could be backported to 2.83 LTS.
Reviewers: campbellbarton, sybren
Subscribers:
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Now the one vertex defines the position of the UV chart, while rotation and
shape is still determined automatically.
Initial patch by Willis (wlssirius).
Differential Revision: https://developer.blender.org/D8484
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This is particular important because 2.90 will coexist with 2.83 LTS, so
we should warn the users of potential loss of data when going from 2.90
to 2.83 and back.
Differential Revision: https://developer.blender.org/D8488
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operators in liboverride case.
Those where assuming we always get a valid modifier data from context,
which is not always true...
Also fix similar issue with shortcuts as reported in T79635.
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liboverride object.
It is unfortunate that we cannot get active modifier from context when
operator is called from a shortcut, but we'd need an event for this to
work... So for now forbid any modifier operation of liboverride objects
in that case.
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'VIEW2D_OT' operators were not respected in WM_keymap_guess_opname().
This was seemingly done on purpose (see comment "Op types purposely
skipped for now"), but dont really see the reason for doing so.
Since the "View2D" keymap is not bound to a specific spacetype, we can
still find it using WM_keymap_find_all() [and passing 0 as spacetype].
Reviewers: Severin
Subscribers:
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Vert-only mesh is valid input for the skin modifier (displays isolated
cubes), prevent error message about missing root vertex in that case.
Maniphest Tasks: T79700
Differential Revision: https://developer.blender.org/D8533
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saving with 'Remap Relative' option
Caused by rBf7386b97571e.
Logic in BKE_bpath_traverse_main calls the callback multiple times [as
often as there are images in the strip].
Prior to above commit, the callback was
'bpath_relative_convert_visit_cb' [this one did not have this problem -
since it returned early if the path was already made relative once]
After rBf7386b97571e though, the 'bpath_relative_rebase_visit_cb' is
used [this one should not be entered multiple times, it would modifiy the
directy again and again].
Luckily, we have a flag (BKE_BPATH_TRAVERSE_SKIP_MULTIFILE) that can be
used to prevent this (this will take care of only calling the callback
once in BKE_bpath_traverse_main for the VSE case)
Could be backported to 2.83 I think.
Maniphest Tasks: T79676
Differential Revision: https://developer.blender.org/D8536
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Was just an issue of `taa_render_sample` being reset to 1 when it shouldn't.
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directly in the master collection.
Old and new collections are the same data in Master collection case
here, so we cannot consider the `gobject` listbase of `collection_old`
as always immutable.
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Is not only the values of translation/scale/rotation which are to be inverted,
but also the order of operations.
Differential Revision: https://developer.blender.org/D8518
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After changes in rBc606044157a3, mouse press events would be blocked by
the selection operator. This only worked by chance before.
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This reverts commit 9adedb26055f03263fefba380980ee2abcb5327e. It changes
how duplis work, and by that altered how Alembic and USD files are
written. This was signalled by a failing Alembic unit test.
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Reviewers: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D8532
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This avoids some crashes when running Python code in timers.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8531
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Support duplicators in edit-mode without creating a mesh copy.
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Move uv_poly_center to BM_face_uv_calc_center_median as
it was only defined in uvedit_intern.h
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The problem here is that the baking code uses tiles to exchange pixel data with
the renderer since a recent-ish refactor, but the code that sent data to the
renderer did not initialize the bake result pixels.
Therefore, when the baking process for the second object started, Cycles
received empty tiles and sent them back as-is if the second object did not
cover them.
By initializing the tiles with the result of the previous bakes, we avoid this
problem.
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Proper handling of View Layers for the VR session was never implemented.
Now the View Layer of the VR session follows the window the session was
started in.
Note that if this window is closed, we fallback to another window. This
is done to avoid the overhead it would take to maintain a separate
depsgraph for the VR view. Instead we always share some already visible
View Layer (and hence the depsgraph).
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The problem is caused by a lack of prediction in the `isect_line_segment_tri_v3`
that incorrectly confirms some intersections of coplanar segments to the triangle.
The solution is to use another algorithm to detect intersections.
This also resulted in a slight improvement in the performance:
- 1min 17sec to 1min 6sec in my test file
Differential Revision: https://developer.blender.org/D8500
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scene (2.83, fixed in 2.90).
Root of the issue was not fixed in 2.90, only hidden by the fact that we
now re-read much less data during undo's that we used to, when some new
datablock gets added or removed.
This is not an ideal solution (as usual when dealing with data pointers
shared across data-blocks), but it's decent enough. thanks a lot to
@brecht for it!
To be backported to 2.83 too.
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We want the session to start exactly at the landmark position, with
no additional offset. Some runtimes (e.g. Windows Mixed Reality) may
give an initial non-[0,0,0] position at session start though.
Also add a comment explaining the purpose of the eye offset variable.
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There would always be an unintended offset applied. Per design there
should not be any offset when changing VR Landmarks, the view should
just jump exactly to the Landmark.
Due to the recent changes, we don't have to add, but substract the eye
offset we apply to get the wanted behavior.
Mistake in 607d745a79e0.
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modifiers
This does not fix all the cases in the bug report, because there are multiple
different issues. Only the first two are fixed. The third is probably a known
issue for now.
Before this patch, the rigid body simulation was always done after modifiers
are evaluated, because to perform the simulation, the final geometry of the
object was required. However, the geometry is not required in all cases,
depending on the selected collisions shape.
This patch changes it so that when the simulation does not need the
evaluated geometry, the simulation will be done before the modifiers
are evaluated. This gives the modifiers access to the simulated positions.
When the rigid body simulation does depend on the evaluated geometry,
it will still be performed after modifiers are evaluated.
The simulation will be performed after modifiers are evaluated, iff
the collision shape is "Convex Hull" or "Mesh" and the source is set
to "Deform" or "Final".
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8487
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Reverted Playhead optimizations for VSE. Needs more investigation to
detect which settings in the VSE would require a redraw of the area.
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In last set of refactoring patches, code implementing this feature
has been accidentally removed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8449
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Note that this is a dummy safe fix for now, far from optimal.
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This broke during the OpenVDB update for 2.90. Just making sure that guiding velocity files are being read correctly.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Caused by rB4f59e4bddcb0c06e441adf68a5f252a4e5b4b260
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This was caused by the ViewLayer being freed with all its
engine data.
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Follow path seems to not be catched by `BKE_object_moves_in_time`.
For this reason, we cache all transforms for all object and check
ourselves if an animation occurs. This is almost what cycles does.
We also fix the rigid body case if the rigid body use deformation.
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It was mising the Wheelmouse option and the name of the tool was wrong.
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The Pose FK mode assings the rotation origin to the boundary of the last
visited face set in the floodfill operation. In some cases, the topology
of the model may make the flood fill operation to visit a face set as the
first one (assinging it to target) and visit it again as the last one
(assinging it to origin). This will make the pose brush to default the
origin and target to the brush location and not to the face sets as it
considers that there is only one possible boundary.
This adds a GSet to ensure that a particular face set is not visited
twice in the flood fill, fixing these cases.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7984
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